How To Create And Use Decide Montages?
As actions they have a parent blueprint too. All the Decide Montage Assets should be be a child of MAS_DecideMontage_Base.
Start by creating a child blueprint of this blueprint. After that give it a name that expains what does it do like DM_Attack*.
If you take a look at this blueprint you will see that there is nothing but the GetMontage
function. Which is correct. It is your responsibility to give in the correct montage to this function by overring this function in the functions panel.
Start by creating a montage variable, so that you can change the value per instance. Additionally you can hold this montage variable inside lists or arrays to your needs.
After this, create a instnace of this data asset that you just created. Name it more specific like DM_Attack_Swing and change the default value.
That is it! Now you can populate this Montage Decider
of your related Action. And whenever that action gets called, your provided action will be played.
Decide Montage Function
As said this is the bread and butter of this asset.
Inputs
- Input Character: The character who tries plays the action. Generally this is the source of the selecting the correct montage.
- Input Action Input: Whenever an action input gets added to the queue, this input gets asked, so that you will have a access here.
Action
is the Action Data assets that called thisGetMontage
. Additional Info is just a name and object list, so that you have additional variables to work with. - Input Previous Action: The previous action that got played before the action that called this DecideMontage asset. (Good for double tap input actions or basic combo systems etc).
- Input Phase of Previous Action: The action phase that previos action got overriden.
Outputs
Outputs are the same inputs of default Unreal Engine Node Play Montage.
Play Rate
could be useful for playing montages at different speed according to the relevant character's attributes or equipment.